Recent posts

#61
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
Last post by frazscotland - December 04, 2012, 12:29:40 PM
Well ive been slowly slugging away at this mod testing stuff then deleting it cos it didnt work etc or remaking things altering meshes etc..
Ive made mod nades for this mod which would only work in the mod gamemodes so as a workaround to this i made Grenade launchers for the 3 exisitng default nades and also for the new mod nades so they can be utilised in normal gamemmodes even. Only 2 types will be restricted to mod game modes the democharge hi explosive and the landmines,
GL N NADES VID
http://beta.xfire.com/video/5ca738
#62
Unreal Engine 2 General Modding Chat / Re: UnrealEd crashes when brow...
Last post by Alvar007 - November 24, 2012, 04:13:51 AM
Quote from: RC-1266 on October 21, 2012, 08:02:38 AM
I discovered another solution to bypass this problem after buying a new laptop.
This laptop has an option to select which graphics processor should execute the program.
Whenever I select my nVidia card to run UnrealEd, it will crash when scrolling through the texture browser and a shader passes by.
But whenever I select my integrated graphics processor to run it, it won't crash. Luckily this processor is good enough to run older 3d-stuff like UnrealEd fast enough.

For my laptop, I can choose this option by right-clicking a (shortcut to a) program and select an option that roughly translates to "Execute with graphics processor" and then gives me the options "Powerful NVIDIA-processor (default)" and "Integrated graphics".
Similar options might be accessible from a graphics card's control panel as well.

I hope this helps other people too ;D
Sorry, I can't do that :( or maybe I don't know where to select that option but i thimk I can't
#63
General / Re: Ace of Spades Votekick
Last post by Sandcrawler - November 18, 2012, 05:42:14 PM
It was being abused back when I was actively playing so I shut it off. I'll look into turning it back on.  Though to be honest now that jagex owns ace of spades I'm done with the game.

Actually with the fact that they are dropping support for custom maps the server will be going down instead.
#64
General / Where I can download XRumer 7....
Last post by MaximusTum - November 15, 2012, 08:16:52 AM
Anybody know Where I can download XRumer 7.7.35 Elite?
Only this version, or higher!

P.S. It is the best program for working with forums ;)
#65
General / Ace of Spades Votekick
Last post by FelixNZ - November 09, 2012, 07:22:20 PM
In the Sandcrawler.net server, there is no Votekick option available which is infuriating for some people whose gaming experience is being ruined buy aimbotters and other hackers

Is there some way that we could have this implemented?  :'(
#66
Update the package u created ? ? u mean ?
wel sometimes with rc you have to watch what previous modding you have done as it could have saved to a different folder.
A basic omission we can all make is that your package is saved as normal in the PROPERTIES folder but  is named as such whatever you named your package as but remember to chek that it ends as such
e.g RC1266.u
8) it could be there but doesnt end as .u so it wont show up until you change this
#67
Unreal Engine 2 General Modding Chat / Re: RC: Respawning AI in DM-ma...
Last post by RC-1266 - November 07, 2012, 02:55:08 AM
Thanks for the help, I really appreciate this :D

I'm stuck in the first part though;
- how do I update the package?
- where can I find it back? :P
#68
Ok wel ill try help anyone i can.
You can make new parallel .u properties packages ,
when u boot up unreal and goto the actor classes browser
untik placeableclassesonly box.    Controller   AIController  scripted controller   CTBot
there listed are the bot controllers for all the AI    You can either make a subclass of  an existing or make a new one altogether.
Say for instance you want to make new trando bots that are more agressive 
Left clik to select trando merc bot   right clik NEW in Package name     RC1266    in NAME cell you can call it your new  trandobot name ie TB1266     then  OK then   Exit  and update the pakage. 
Every time u make a new addition remembering to have the pakage name as whatever you picked ie RC1266 as i said above.
In Hidden in the botclass you have HOSTILE STIMULUS RESPONSES you can alter
IN CTBOt you have REQUIREDSTATES you can alter

Ok so now u can make a new PAWN class
goto PAWN   CTPAWN  TRANDO    TRANDOMERC      LEFTCLIK select right clik NEW
PAKAGE    RC1266   then   whatever your new merc name is    ie TM1266
in HIDDEN in your new pawn class scroll down and change the CONTROLLERCLASS
to reference to your new botcontroller
In PAWN you can change MESHSETS  from    MeshAnimation'Clone.CloneCommandoSPSet'    to  MeshAnimation'Clone.MPSet'
You can also change the weaps and skins even   and ACCURACY

Ok to make new gamemode Scroll down to   INFO GAMEINFO   CTGAMEINFO   MPGAME   
There you can make  a subclass of any existing game mode
Say for instance you just want to make a new type of dm where the player health and shields are higher
You make a subclass of DM     1266  pakage   NEWDMGame
In HIDDEN at Bottom is VALIDPAWNCLASSES    thats where you have your new playerstarts entered !!!!!
Next goto   PAWN MPPAWN   Drop down for clone and trando
Left clik on  MPClone  make a new  player start    ie RC1266  pakage name   MPClone1266
do same for  MPTrando                                                          MPTrando1266
so u have 2 new player starts  in them you can edit health,shields, weapons   ,skins etc
go back to   
INFO GAMEINFO   CTGAMEINFO   MPGAME   1266  pakage   NEWDMGame     In HIDDEN at Bottom is VALIDPAWNCLASSES   
ie     RC1266 .MPClone1266
        RC1266 .MPTrando1266

Exit and update package  then goto your system folder look for the xgamelist
copy existing gameline and edit then paste bak as new entry
GameType=(GameName="rc1266 DM",ClassName="rc1266.NEWDMGame",MapPrefix="DM",Acronym="DM",MapListType="MPGame.MapListDeathMatch",
Screenshot="MapThumbnails.ShotDeathmatch",DecoTextName="XGames.Deathmatch",DefaultGoalScore=30,MinGoalS
core=10,DefaultTimeLimit=60,DefaultMaxLives=0,DefaultRemainingRounds=0,bTeamGame=0)


Hey Presto .. 8) ;D  Hope that helps
#69
Unreal Engine 2 General Modding Chat / Re: RC: Respawning AI in DM-ma...
Last post by RC-1266 - November 06, 2012, 11:45:58 AM
It was modded DM. I've never been looking into creating a TD co-op, since you need at least 2 players to play (and test) it.
I can see the advantages though; pawns won't attack eachother when they're in the same team in TD, but they will in DM since it's one big free for all.
(Like in Coop_Crater,) I always bypassed that by switching their bValidEnemy property to false so they won't consider eachother a valid enemy. This meant that they would shoot through eachother in order to attack players and getting stuck while walking into eachother, which is why I never placed path nodes in maps I released.

I don't really get how the geonosians were able to follow me in Coop_Crater, I can only assume that they were taking huge side-step leaps to get to me. When they bunch up in groups following, you might see some of them die although you didn't deal damage to them; I think that's because they're performing melee attacks regardless of the distance they're to you and they'll cut their (for them invisible) fellow geonosians.

I never actually modded something; I only made maps, placed a huge bunch of pawns in them and toyed around a bit in their individual properties to give them weapons and specific items.
So I don't really get what you mean with bot controllers, subclasses, gameclasses and gamelines :P
#70
Star Wars Republic Commando Chat / Republic Commando Font
Last post by RC-1266 - November 05, 2012, 03:55:13 PM
So... For years I've been looking for the in-game Republic Commando font (the one used for menus, objectives, number of grenades, chat, names of squadmates and players etc.).

Who's been browsing through UnrealEd's texture folders may have found the texture named OrbitBold24_PageA already, which is the first picture.
The name suggests that it's based off a font named Orbit Bold, and guess what, it is.
I found this out a few years ago already, and the Orbit Bold font was up for sale at Thirstype.com, a site selling fonts. Unfortunately, they wanted $50 for the font or $100 for the font "family", which included the Light, Medium, Bold and Stencil version from Orbit, which was slightly out of my price range.

However, I always liked the font. Thirstype.com no longer exists and the site you'll be redirected to, Vllg.com, no longer sells the font.

Therefore I don't feel bad for announcing I've recreated the font using the High Logic Font Creator evaluation version, an old PDF-file announcing the and giving examples of the Orbit fonts and the UnrealEd texture for reference.
Cost me a few hours, but it's pretty complete.

Here you go, have fun :D